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Content Patcher can be unzipped into Stardew Valley's "mods" folder in the same location dictated above. Many of the most current Stardew Valley mods are compatible with Content Patcher, a tool which loads a whole host of mods without changing the XNB files, making install and uninstall easier, as well as reducing the likelihood of conflicts between mods. It allows you to easily activate and deactivate specific mods without having to remove the files completely, giving you more flexibility if you want to try something on this list out but potentially not keep the mod forever. This will help you install and update SMAPI, as well as keep track of all of your mods. There's also a great community-made ModManager tool created by modder yuuki called SDVMM. You can download SMAPI on the Stardew V alley mo dding forum, and I'll be sure to mark which mods require it to be used. It's a slightly bigger hassle to install these mods than the XNB ones-as you first need to install SMAPI and then download DLL mods to place into SMAPI's mod folder-but it also allows those mods to make much deeper changes to the game. This is a community-made API that is frequently being updated and allows you to use DLL mods. Mods that make more complex changes may require the "Stardew Modding API", or SMAPI for short. ![]() See also House Rules and Self-Imposed Challenge. As such, PC gamers will often list mods as a reason why PC games are clearly superior to their console counterparts, despite the aforementioned Sturgeon's Law. In addition, redundancy is a bit of a problem as well - a lot of mods might accomplish similar things.Īs mentioned earlier, computer games are much easier to modify than console games. Most modding communities have very little moderation or quality control, save for a few that went on Quality by Popular Vote. Other ROM hacks are made with the intention of increasing the game's difficulty, and depending on the creator's ideas of how to accomplish that, it can result in the mod being Nintendo Hard and/or laden with Fake Difficulty, which may make them appealing to expert players but probably not to a mass audience. In the mid-oughts, a great many ROM hacks consisted of little else but tons of offensive and poorly drawn graphic hacks like profanity-laden graffiti, buckets of Gorn, nudity, and outright pornography, and (just to offend anybody who wasn't offended yet) swastikas, racial slurs, and pro-KKK propaganda. Unfortunately, ROM hacks are probably the biggest example of Sturgeon's Law. The most common ones were those where the main character was replaced by Mario, passing them off as an "installment" in the Mario series such as in the case of the now-infamous 7 Grand Dad. Cartridges contained graphics hacks very often. These tend to be referred to as "ROM hacks" and are usually considered a separate scene from mods, as running a mod is intended behavior of the original software especially in the case of games that offer an official avenue for modding, or alternatively, as mods are designed for games on open platforms such as the IBM Personal Computer and Apple Macintosh, while playing a ROM hack requires patching the game's binaries (or performing some other kind of hack) and copying said binaries to a flash cart or burned to a disc note And in the case of more recent systems, performing some kind of modification to the consoles for them to run unsigned or modified code.Įarly ROM hacks were largely present in Famiclone consoles and cartridges, especially where the said system wasn't officially released. Most often, however, mods of console games are edits of the ROM files used in Emulation. It's much easier to mod a computer game than a hard-coded console game, but creative adjustments to a save file (and, with the most recent generation of games, console hard drive content) and/or use of a GameShark allow determined amateur programmers to mod with the best of them. PC hardware becomes more advanced over time, making it capable of handling more detailed graphics this helps keep an older game looking new and fresh and thus helping to keep it alive among the community, as well as helping to prevent the game from being overwhelmed by current-gen games. A safer and more generally successful approach is to overhaul the graphics. ![]() ![]() albeit at their own risk, since it's usually unfinished and untested. This leaves an opening for a modder to re-introduce an access point and enjoy the missing content. Unless space is a big issue, the programmers usually leave all this content Dummied Out in the game's code. That's why multiplayer games are usually exempt from mods or, if running on a modular engine, deliberately designed to be hard to mod (example is that most online multiplayer of any Source engine games has a "Pure" server settings which disables any mods including texture replacements).Ī few mods take advantage of content that was programmed into the game in the early stages, then scrapped from the final design. (Some God Modders will use these anyway and hope they aren't caught.) However, some types of mods are discouraged, or even cracked down on, for good reason: If it's a multiplayer game, a mod in the hands of a player but not their opponent usually means an unfair advantage. Some games are deliberately designed to be easy to modify, including a "construction set" of sorts to build levels, weapons, etc., and whole modding communities spring up as a result. (Or, if the game includes any attractive women or men, nude patches.) 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